CTF_Staging_FinalAlpha

Credits

Submitter
  • P1: Beggar
    Points: 398
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Nosher (Creator/Co-creator)
Key Authors
Nosher
creator and designer

Rating

9.24/10
Based off 5 rating(s)

Additional Info

Development State
Alpha
Version
12
Maximum Players
24

Stats

Post Count
13
ViewCount
1,573
Downloads
306
Date Added
3 years ago
Date Modified
3 years ago

A CTF Map that has 3 intel rooms - each time the intel is captured it spawns in a deeper room that is unlocked when you cpature the intel.

This is my second map and is called CTF_Staging

I got the idea from an old tut from Spaceweasels, in which he showed how you could have multiple intels...

So I decided to build a 3 stage CTF map. The idea being that when you return the enemy Intel back to the control point in your base, the next enemy intel spawns in a deeper part of the enemy base that becomes available because of moving doors that only open once the intels are captured.....

The video pretty much explains the concept and what I have done thus far...

http://www.youtube.com/watch?v=oix_5mxuzyo

LATEST UPDATE

1) Intels rooms now have indicator boards informing you what intel has been captured (light steady) and which intel is in play (flashing) 2) Messages now informing you which Intel rooms are in play 3) Done a load of optimizing 4) Player clip done (to the best of my knowledge) 5) Both bases (outside) redone 6) Outside areas now populated 7) Ammo and Med packs placed in middle building and final intel rooms 8) Trees added on clifftops 9) Last intel flag will respawn when captured, so no issues if the server round is set to more than 3....

Latest UPDATE (11/04/09) - A11 Done a few things following the feedback during and after gameday.....

SKY This one really hurt - because of the various issues reported with the Starry Night Sky, I have reluctantly substituted it for the only Tf2 stock night sky.....this is only *temporary until I get a new one.......

TRAIN The sides will no longer kill you :cool1: You can ride on the top of the train.... :blink: The train is slower ::p: More warning bells :woot: Greater warning time :cool1: You cannot stop the train now ;)

INTEL 1 Peeps thought it was a little too hard to get, but I disagree - with good teamwork, you can get to it....so, as a halfway measure, once the Intel 1 has been picked up for the first time, then the cavern (and associated air ducts) come into play and stays in play.....

SIGNAGE A little confusion - with seconds to win the match, the guy carrying the intel last night ran str8 past the intel delivery room!! Added the following signs (which only become active when the intel has been picked up.....)

UPDATES ON INTEL Added score boards on the middle building and on the side of each base. Also sorted the unfair placement of ammo and health - and repositioned it in the middle - I have also built bigger windows which you can crouch jump through...

Optimization With the help of a fellow mapper, hints / skip and area portals now placed and it runs (and compiles) like a dream....

Feedback welcome Nosher

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Night, multiple intel spots,. Cons: front entry is too exposed for sentries and snipers, hard to get past. Improvements: Add another path to main entry Notes: Cool map..

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Great concept and a fun map to play with lots of people!

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    An original concept very well executed. Great job Nosh!

    Bananite
    • P1: Beggar
      Points: 66
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Need a hand with the detailing, yet? :D

    Pyro extraordinairé
    • P1: Beggar
      Points: 2
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: 3-stage gameplay with hidden intel-rooms Cons: non Improvements: level-baesed new ways and routes Notes: great artwork!!

    Bananite
    • P1: Beggar
      Points: 66
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Very nicely made map, and quite a unique system (as far as I have seen) for the alternative intelligences opening up. I will test it on my clan server and see if it plays well with a sizeable amount of people. The only improvement I can think of is the adding of more props and overlays/decals to give it more of a real look. Good job mate :).

    Pyro extraordinairé
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    This map is great...[SKC] Clan loves this map..The map is not to big nor to small..All round great map.

    Bananite
    • P1: Beggar
      Points: 313
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    I think I will be running this on our server too, for our Custom Map Night, will be back with a detailed review of the map either tonight or tomorrow :3.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I am gonna dl this map and run a test on my server. If ya wanna check it out with us the ip is 75.125.195.234:27015. I will also get my members to either post here or post on our site www.thebadasses.com for anyfeed back.

    Bananite
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